Chaos Elemental

by Nineball

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Chaos Elemental

Medium elemental (shapechanger), neutral


  • Armor Class 16 (natural armor)
  • Hit Points 90 (12d10+24)
  • Speed fly 50 ft (hover).

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 6 (-3) 15 (+2) 18 (+4)

  • Condition Immunities prone, restrained
  • Senses passive Perception 12
  • Languages Auran
  • Challenge 7 (2,900 XP)

Shapechanger. The elemental can use its action to polymorph into an elemental, or back into its true, amorphous humanoid form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies or enters combat.

Erratic Presence. The existence of the elemental causes magic to function unusually. Whenever a spell is cast within 120 ft. of the elemental, roll a d6. On a 6, the spellcaster triggers the effects of wild magic (roll on the Sorcerer's Wild Magic Surge table).

If the elemental is reduced to 0 hit points, it uses Overload before fading away.

Unstable Being. At the start of combat, roll a d8, or choose an option. If there are multiple chaos elementals, roll separately or roll once for all of them. The chaos elemental gains the benefits of the rolled option as follows:

  1. Red. The elemental resists fire damage. It also deals 5 (1d10) fire damage to creatures that start their turn or move within 5ft. of the elemental.

  2. Orange. The elemental resists acid damage. When it deals damage to a target, the target must make a DC 15 Constitution save or take 16 (3d10) acid damage.

  3. Yellow. The elemental resists lightning damage. When it deals damage to a target, the elemental can force another creature within 10 ft. of the target to take 5 (1d10) lightning damage.

  4. Green. The elemental resists poison damage. When it deals damage to a target, the target must make a DC 15 Constitution saving throw or become poisoned for 1 minute. The target can make subsequent saves at the start of their turns, ending the condition on a successful save.

  5. Blue. The elemental resists cold damage. When it deals damage to a target, the target's movement speed is reduced by 20 ft. until the end of their next turn.

  6. Indigo. The elemental resists bludgeoning, piercing, and slashing damage. Creatures that start their turn or move within 5ft. of the elemental must make a DC 15 Constitution save or become restrained. At the end of their turn, if they're still restrained, they must make the same save again or become petrified, ending all effects on a successful save.

  7. Violet. The elemental resists force damage. It can cast dimensional door as a bonus action without using any components.

  8. Chaotic. Choose the resistance of one type, and the other benefits of another type.

Actions

Overload (recharge 5-6). The chaos elemental glows brightly, and radiates chaotic energy that destabilizes the surrounding area. Creatures within 30 ft. of the elemental must make a DC 15 Dexterity save or take 22 (4d10) damage. The damage type is that of one of the elemental's resistances.

Discharge. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit 27 (4d10 + 5) damage. The damage type is of one of the elemental's resistances.

Chaos elementals are an unstable, flickering aspect of all that is within the Elemental Chaos. While it's true form resembles that of a prismatic humanoid, it can disguise itself as a specific elemental, although this form can be betrayed by hints of other forces at work across its' body. Each time they are encountered, a chaos elemental assumes a particular form of the elements, but there are rare occasions where they form a truly unusual mixture of elemental force.

Erratic Formation. Chaos elementals appear in areas of elemental instability. They form where magic is unstable, especially around areas with two or more elemental nodes, or where two or more powerful sources of elemental magic exist too close to one another, if the sources don't collapse one another. They can also form out of a long-standing prismatic wall spell, especially one that has lost some but not all of it's layers.

No Trace. Once destroyed, they detonate with the elemental energy that resides in them, blasting the area nearby with sporadic force. Just as the Elemental Chaos is ever-changing, the state of a chaos elemental comes and goes, leaving no trace of its' existence.

Elemental Nature. A chaos elemental doesn't require air, food, drink, or sleep.

Created by u/909Nineball
Find me on Discord: Nine#5139

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